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Thread: Critters

  1. - Top - End - #661
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    Default Re: Critters

    Closer to the legend is better in this case, although, if you stick to "illusions only" (which, to be perfectly clear, I DO recommend) you might want to think twice about the Shadow Conjuration/Evocation lines because those push the boundaries of "illusion".
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    Rakshasa
    Large Outsider (Native, Evil)
    Hit Dice: 10d8+70 (115 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 24 (-1 Size, +5 Dex, +5 Profane, +5 Natural), touch 19, flat-footed 19
    Base Attack/Grapple: +10/+24
    Attack: Claw +19 melee (1d8+10)
    Full Attack: 2 Claws +19 melee (1d8+10) and 1 Bite +15 melee (1d8+5)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spells, Beautiful Form, Improved Grab, Rend (2d8+20)
    Special Qualities: Dark Vision 60', Dark Power
    Saves: Fort +19, Ref +17, Will +17
    Abilities: Str 30, Dex 20, Con 24, Int 20, Wis 20, Cha 20
    Skills: Bluff +14, Climb +18, Concentration +15, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +18, Knowledge (Arcana, History, Religion) +13, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +13, Spot +13, Survival +13, Swim +18, Use Magic Device +13
    Feats: Improved Initiative, Large and In Charge, Power Attack, Spell Focus (Enchantment or Illusion)
    Environment: Any
    Organization: Solitary, Pair, Group (3-6), or Army (100 or more)
    Challenge Rating: 12
    Treasure: Double Standard
    Alignment: Almost always Chaotic Evil
    Advancement: 11+ HD (Large)
    Level Adjustment: ---

    "Don't go into the forests. They live in the forest. If you must trust nothing you see, or anyone you meet. Especially any women you meet..."

    These are the forest dwelling Rakshasa who devour men mentioned in the stories. The men are msot often incredibly large and fight by wrestling, while the women appear as incredibly beautiful.

    Beautiful Form (Su): At will as a Swift Action the Rakshasa can appear to be a beautiful humanoid of any race. While it's Size Class changes, the rest of it's stats and abilities do not. It gains a +4 Circumstance Bonus to all Charisma Based checks (including skill checks) while in Beautiful Form.

    Improved Grab (Ex): If the Rakshasa hits any creature its own Size Class or smaller with a Claw attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rend.

    Rend (Ex): The Rakshasa does 2d8+10 with a successful Grapple Check.

    Spells: Rakshasa can cast spells as a 10th level Sorcerer, but all spells they learn must be from the Enchantment or Illusion schools.

    Dark Power (Su): The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

    Combat: The Rakshasa will use beautiful Form to gain information, and then begin causing trouble with it's illusions if outnumbered. Otherwise it Grapples as soon as possible.
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  3. - Top - End - #663
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    Can banana slugs breathe underwater/swim, or are they only terrestrial?
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  4. - Top - End - #664
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    Default Re: Okapi

    Quote Originally Posted by sigurd View Post
    Here's a link with a thumbnail of info about the Okapi.

    http://www.enchantedlearning.com/sub...pi/Okapi.shtml

    I think they'd make a believable mount for the game. That and the Dire Ostrich cry for some development as mounts.


    Sigurd
    I'm still looking for Ostriches, but Okapi are apparently not social animals, and aren't widely studied outside of zoos. it is believed they couldn't be used as mounts or beasts of burden. Ostriches are too light for their size to support a rider, though Ostriches might be dense enough to support a halfling or gnome (despite their size most ostriches don't go over 250 pounds even when they reach 9' tall).
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  5. - Top - End - #665
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    Dire Komodo Dragon
    Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +4/+14
    Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
    Full Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison, Tail Sweep
    Special Qualities: Enhanced Scent, Running Spurt, Low Metabolism
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
    Skills: Hide +1, Listen +1, Move Silently +6, Spot +1
    Feats: Ability Focus (Poison), improved Initiative, Run
    Environment: Warm Forest
    Organization: Solitary, Pair, or Cluster (3-6)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "LIIIIIIIIIIIIIIIIIZAAAAAAAAAAAAAAAAAAAAAAAAAAARRR RRRRDSSSSSSSS!"

    Dire Komodos are larger, meaner versions of their regular cousins.

    Poison (Ex): Injury, DC 19 Fort Save, Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss. Secondary damage is 2d4 Strength.

    Tail Sweep (Ex): If the Dire Komodo successfully hits with it's Tail Slap, it may immediately make a Trip Attempt as a Free Action without provoking an Attack of Opportunity. If it fails it's opponent does not get a Trip attack in return.

    Enhanced Scent (Ex): This works like the regular Scent ability, except that it can smell blood/carrion up to 2 miles away.

    Running Spurt (Ex): The Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier. Once used it must rest for 1 hour before it can use the Running Spurt again.

    Low Metabolism (Ex): Dire Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

    Combat: Komodos usually attack by ambush, and then let the prey run, confident it will bleed out, and that it's Improved Scent will let it track the animal to it's location of demise. Stubborn foes are bitten relentlessly.
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  6. - Top - End - #666
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    Rakshasa
    Large Outsider (Native, Chaotic, Evil)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 26 (-1 Size, +5 Dex, +7 Profane, +5 Natural), touch 21, flat-footed 21
    Base Attack/Grapple: +10/+19
    Attack: Claw +14 melee (1d8+5 plus poison)
    Full Attack: 2 Claws +14 melee (1d8+5 plus poison) and 1 Bite +9 melee (1d8+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spells, Poison, Blood Drain, Form of Terror, Form of Beauty, Stench, Possession
    Special Qualities: Dark Vision 60', Weakness, Power of the New Moon
    Saves: Fort +19, Ref +19, Will +24
    Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 30, Cha 24
    Skills: Bluff +16, Climb +13, Concentration +13, Diplomacy +15, Disguise +15, Hide +9, Intimidate +15, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +18, Move Silently +13, Search +13, Sense Motive +18, Sleight of Hand +13, Spellcraft +13, Spot +18, Survival +18, Swim +13, Use Magic Device +15
    Feats: Ability Focus (Form of Beauty, Form of Terror, Poison), Spell Focus
    Environment: Any
    Organization: Solitary, Pair, Group (3-6)
    Challenge Rating: 13
    Treasure: Double Standard
    Alignment: Always Chaotic Evil
    Advancement: 11+ HD (Large)
    Level Adjustment: ---

    "Look, it's night. I don't go into the local graveyards at night. I'm not ending up like the towns last gravedigger, I don't care if you need to find somebody's headstone. You look for it. I'll stay here and continue living."

    This version of the Rakshasa are the graveyard haunting demons who drink the blood of the living, and possess them to cause trouble.

    Spells: Rakshasa can cast spells as a 10th level Sorcerer, usually from the Enchantment, Illusion, and Necromancy schools.

    Poison (Ex) Injury, DC 22 Fortitude Save, Initial and Secondary Damage 1d6 Constitution. Save DC is Constitution based.

    Blood Drain (Ex): If the Rakshasa can successfully Pin it's opponent in a Grapple it Drains 1d4 points of Constitution each turn the pin is maintained.

    Form of Beauty (Su): As a Standard Action the Rakshasa can assume the form of an incredibly beautiful member of the opponents species (this is usually done before the opponent notices the Rakshasa is there). Any living creature within 60' that can see the Rakshasa (that would reasonably find it attractive) must make a DC 24 (Save DC is Charisma Based) Willpower Save, or be Fascinated for 2d6 rounds or Charmed (as per the Charm Monster spell), the Rakshasa chooses when deciding to use this ability. If the Save is successful, the opponent is immune to this Rakshasa's Form of Beauty ability for 24 hours.

    Form of Terror (Su): As a Standard Action the Rakshasa can assume a shape it's opponents find terrifying. Any living creature that can see it within 60' must make a DC 24 (Save DC is Charisma Basd) Willpower Save or be Frightened for 2d6 rounds. If the Save is successful the opponent is Shaken instead, but is immune to further uses of this Rakshasa's Form of terror for 24 hours.

    Stench (Ex): Unless it is using it's Form of Beauty the Rakshasa smells like rotting meat. Any living creature with a sense of smell within 30' must make a DC 20 Fortitude Save or be Nauseated fro 1d6 rounds. A successful Save means that opponent is immune to this Rakshasa's Stench ability for 24 hours.

    Possesssion (Su: This is identical to the Malevolence ability used by Ghosts on page 118 of the MM.

    Power of the New Moon (Su): All spells cast by the Rakshasa at the time of the New Moon are at +2 Caster Level.

    Dark Power (Su):The Rakshasa has a Profane Bonus to it's Armor Class and Saving Throws equal to it's Charisma Modifier.

    Weakness: Rakshasa vanish at the coming of the morning sun as it rises over the horizon. They reappear at the same spot when the sun goes down.

    Combat: Rakshasas usually try to seduce lone opponents using their Form of Beauty, or terrify groups using their Form of Terror. Judicious use of their spells are then used to whittle the group down, before closing in for the kill with it's poison. Curious Rakshasa will use their possession ability ot hitch a ride in someone.
    Last edited by Bhu; 2009-06-10 at 05:38 AM.
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  7. - Top - End - #667
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    Kirby
    Small Aberration
    Hit Dice: 1d8 (4 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Climb 20 ft., Fly 20 ft. (Clumsy)
    Armor Class: 12 (+1 Size, +1 Dex), touch 12, flat-footed 11
    Base Attack/Grapple: +0/-5
    Attack: By weapon +1 melee
    Full Attack: By weapon +1 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Inhale, Copy Abilities, Spit, Air Blast
    Special Qualities: Dark Vision 60', Inflated Flight, Invisible Hands
    Saves: Fort +0, Ref +1, Will +2
    Abilities: Str 8, Dex 12, Con 10, Int 8, Wis 10, Cha 12
    Skills: Balance +2, Climb +7, Jump +7, Swim +7, Tumble +3
    Feats: Weapon Finesse
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Chaotic Good
    Advancement: by Character Class
    Level Adjustment: +2


    Abner...whut the hell is this thing? And why is it smiling?"

    Kirby's are a strange race of round, pastel colored beings who are surprisingly good warriors despite their appearance. Favored Class is Fighter, Ranger, Scout, Warblade, or Swordsage.

    Inhale (Su): As a Full Round Action a Kirby can inhale (Swallow Whole) any creature it's own Size Class or smaller within 10'. The opponent must make a DC 12 Reflex Save (Save DC is Constitution Based with a +2 Racial Bonus), or be swallowed whole. No harm can be done to it while it is swallowed unless the Kirby is killed (and the Kirby then promptly spits it out), and it cannot harm the Kirby. While a Kirby has swallowed a creature it cannot use it's Air Blast or Inflated Flight abilities.

    Copy Abilities (Su): When a Kirby has swallowed a creature it may use any one Ex or Su ability the creature has, but the Saving Throw and Caster Level are based upon the Kirby's Hit Dice and stats, not the opponents.

    Spit (Su): A Kirby may spit a swallowed opponent as a Standard Action. Spat opponents are Ranged Attacks with no Range increment, and a Range of 10'. Damage depends on Size: Small=1d6, Tiny= 1d3, Diminutive or Smaller=1 point. Spat opponents also take the same amount of damage.

    Air Blast (Su): As a Standard Action a Kirby can inhale , and then exhale a powerful blast of air. This is a ranged attack with a Range Increment of 10 feet that does 2d6 bludgeoning damage.

    Inflated Flight (Ex): As a Standard Action a Kirby may inhale enough air to become buoyant. He may then fly by flapping his arms. He may not use his Inhale, Spit, or Air Blast powers while flying.

    Invisible Hands (Ex): Despite having no visible hands or fingers this does not seem to hinder Kirby's in any way, and they can perform as though they had them.

    Skills: Kirby's have a +8 Racial Bonus to all Climb, Jump, and Swim Checks. They may always take 10 on a Climb Check. Kirby's are proficient with all Simple and Martial weapons and with all Shields except Tower Shields.

    Combat: Kirby's prefer to fight with weapons as normal, reserving their Inhale/Spit attacks for troublesome foes. It's always good if your enemy underestimates you.
    Last edited by Bhu; 2009-06-09 at 04:27 AM.
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  8. - Top - End - #668
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    Default Re: Critters

    Graveyard Rakashasa:
    The "Weakness" thing could allow smart PCs with good Divination (Clairvoyance and Prying Eyes come to mind), an owl familiar or Druid who can turn into something appropriate, or just a good stealth focus character to set up a really nasty ambush... in fact, depending on how canny the Rakashasa is, this would be a good adventure for a party about 4 levels under the CR... dig a pit as fast as possible... put in some spikes (poisoned if their alignment allows it... have a few barrels worth of lamp oil under the spikes... Fire Trap if possible... then come up with some REALLY nasty stuff... (Note that this is also my answer to the problem of the "5 minute work-day", although in that case it may require care to hide the ambush/booby-traps)

    Are ongoing effects "on pause" while it is faded out? If so, then it would probably spell itself up a bit just before sun-rise.


    Kirbys:
    Giving them 5 choices for favored class is a bold move... I like it.

    I would make the DC for Inhale scale with level.

    Don't know THAT much about the games.

    Copy Abilities is going to require frequent GM fiat to keep under control, but... I like that sort of thing.

    You have a type on Spit giving it no range.
    Last edited by DracoDei; 2009-06-09 at 06:10 AM.
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  9. - Top - End - #669
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    Default Re: Critters

    Kirby and Rakshasa fixeded


    Every so often a Rakshasa finds enlightenment, and becomes a holy being, usually a servitor of the Buddha or one of the Hindu deities.

    Enlightened Rakshasa

    Enlightened Rakshasa is an Acquired Template that can be applied to any Rakshasa.

    Size and Type: Loses Evil Subtype and gains Good Subtype.

    Hit Dice: Unchanged

    Speed: Unchanged.

    Armor Class: Any Profane Bonuses to AC become Sacred Bonuses instead.

    Attacks: Unchanged

    Damage: Unchanged

    Special Attacks: Retains all Special Attacks except Stench, Poison, Form of Terror, and Possession, and gains the following abilities instead:

    Form of Divinity (Su): As a Standard Action the Rakshasa can assume the form of a Buddha, emanating an Aura of Calm. This is identical to the Calm Emotions spell in effect.

    Smite Evil (Su): Your attacks do +1d6 damage to Evil beings.

    Divine Aura (Su): Evil beings that approach within 30' must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Modifier) or be Shaken for the duration of the encounter. If the Save is successful the opponent is immune to your Divine Aura for 24 hours.

    Spells: Instead of casting spells as a Sorcerer the Rakshasa now casts spells as a Favored Soul

    Expel (Su): The Rakshasa can expel a possessing entity from it's victim (i.e. ghosts, other Rakshasas, etc) by making an opposed level check.

    Special Qualities: Retains all Special Qualities of the Base Creature, but all Profane Bonuses become Sacred Ones instead. It also gains the following:

    Aura of Protection (Su): All allies within 30' of the Rakshasa gain a +2 Sacred Bonus on all Saving Throws.

    Saves: Any Profane Bonuses to Saves become Sacred Bonuses instead.

    Abilities: +4 Wis, -4 Cha

    Skills: Unchanged.

    Feats: Any Feats requiring an Evil Alignment are replaced with Feats requiring a Good Alignment. Similarly Vile Feats are replaced with Exalted Feats. Ability Focus with abilities the Rakshasa no longer has may be swapped out for other Feats it qualifies for.

    Environment: Unchanged

    Organization: Usually Solitary. Enlightened Rakshasas are pretty rare.

    Challenge Rating: Unchanged.

    Treasure: Unchanged, unless the Rakshasa takes Vow of Poverty.

    Alignment: Alignment changes to Neutral Good.

    Advancement: Unchanged.

    Level Adjustment: +1


    Example of creature using template here:


    Ajita
    Large Outsider (Native, Chaotic, Good), Enlightened Rakshasa Template
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 24 (-1 Size, +5 Dex, +5 Sacred, +5 Natural), touch 19, flat-footed 19
    Base Attack/Grapple: +10/+19
    Attack: Claw +15 melee (1d8+5)
    Full Attack: 2 Claws +15 melee (1d8+5) and 1 Bite +10 melee (1d8+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spells, Blood Drain, Form of Beauty, Form of Divinity, Smite Evil, Divine Aura, Expel
    Special Qualities: Dark Vision 60', Weakness, Power of the New Moon, Aura of Protection
    Saves: Fort +19, Ref +19, Will +26
    Abilities: Str 20, Dex 20, Con 20, Int 20, Wis 34, Cha 20
    Skills: Bluff +14, Climb +13, Concentration +13, Diplomacy +13, Disguise +13, Hide +9, Intimidate +13, Jump +13, Knowledge (Arcana, History, Religion) +13, Listen +20, Move Silently +13, Search +13, Sense Motive +20, Sleight of Hand +13, Spellcraft +13, Spot +20, Survival +20, Swim +13, Use Magic Device +13
    Feats: Consecrate Spell, Improved Smiting, Spell Focus (Good), Spontaneous Healer
    Environment: Any
    Organization: Solitary
    Challenge Rating: 13
    Treasure: Double Standard
    Alignment: Always Neutral Good
    Advancement: 11+ HD (Large)
    Level Adjustment: ---
    Last edited by Bhu; 2009-06-08 at 05:14 AM.
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  10. - Top - End - #670
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    Default Re: Critters

    For the Dire Lemur: Which version of the Lemur do you want a dire version for? They have quite the size range...
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  11. - Top - End - #671
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    Err... I LIKED the way the graveyard Rakashasa worked... anything that gets the PCs out of "Hit it with a bigger hammer" mode is something I am all for... that requires scouting and designing a good trap. And you can still use them for random encounters later in the same campaign perfectly well.

    And it STILL has no range increment... you have division by zero!
    Last edited by DracoDei; 2009-06-08 at 06:00 AM.
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  12. - Top - End - #672
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    Damn sneaky them Kirby's...

    OK I fixed Kirby (again). Sorry bout the Rakshasa I thought you meant it needed tweaking

    Shall I change back?
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  13. - Top - End - #673
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    Default Re: Critters

    Dire Lemur
    Tiny Animal
    Hit Dice: 1/2d8 (2 hp)
    Initiative: +2
    Speed: 15 ft. (15 squares), Climb 15 ft.
    Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
    Base Attack/Grapple: +0/-12
    Attack: Nibble +3 melee (1d2-4)
    Full Attack: Nibble +3 melee (1d2-4)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: Enhanced Low Light Vision, Scent
    Saves: Fort +2, Ref +5, Will +2
    Abilities: Str 3, Dex 17, Con 10, Int 2, Wis 14, Cha 7
    Skills: Balance +11, Climb +11, Hide +11, Jump +4, Listen +4, Spot +8
    Feats: Weapon Finesse, Brachiation (B)
    Environment: Warm Forest
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 1/3
    Treasure: None
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "Bert...Bert wake up!"

    "Zzzznerk..whut? Whut's happenin'?"

    "Lil' critters Bert. They're everywhere..."

    "Is that one holding your bag of smoke powder and matches?"

    "AAAAAAAAAAAAAAAHHHHHH!"

    BOOM!

    Dire Lemurs are larger versions of smaller Lemur species such as the Pygmy Mouse Lemur.

    Enhanced Low Light Vision (Ex): Lemurs can see 6 times as far as humans in shadowy illumination.

    Skills: Dire Lemurs have a +8 Racial Bonus to Balance, Climb, and Jump Checks. They also have a +4 Racial Bonus to Spot Checks. They may always Take 10 on a Climb Check, and may use their Dex or Strength Modifier for Climb Checks, whichever is better.

    Combat: Dire Lemurs use pack tactics to swipe food and run. If cornered they will bite.

    Epic Lemur
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Munch +4 melee (1d4+1)
    Full Attack: Munch +4 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Enhanced Low Light Vision, Scent
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 14, Cha 12
    Skills: Balance +11, Climb +11, Hide +5, Jump +9, Listen +4, Spot +6
    Feats: Weapon Finesse, Brachiation (B)
    Environment: Warm Forest
    Organization: Solitary, Pair, or Group (3-6)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Ah can't believe that happened."

    "Damn jungle critters. Break out that bag of fruit Ah'm hungry."

    "Uh Bert...they got relatives...big relatives. And I think they want the fruit."

    Epic Lemurs are merely Dire versions of the larger Lemur species such as the Ring Tailed Lemur.

    Enhanced Low Light Vision (Ex): Lemurs can see 6 times as far as humans in shadowy illumination.

    Skills: Dire Lemurs have a +8 Racial Bonus to Balance, Climb, and Jump Checks. They also have a +4 Racial Bonus to Spot Checks. They may always Take 10 on a Climb Check, and may use their Dex or Strength Modifier for Climb Checks, whichever is better.

    Combat: Epic Lemurs use pack tactics to swipe food and run. If cornered they will bite.
    Last edited by Bhu; 2009-06-11 at 05:49 AM.
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  14. - Top - End - #674
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    http://www.geocities.com/area51/vault/6990/namer.html

    http://www.palmtreegarden.org/fp/200...otter-hominid/

    http://en.wikipedia.org/wiki/Kushtaka

    http://www.bigfootforums.com/index.p...ded&show=&st=&

    http://www.monstropedia.org/index.php?title=Arulataq


    Kushtaka
    Medium Fey (Shapechanger)
    Hit Dice: 6d6+6 (27 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +3/+4
    Attack: By weapon +6
    Full Attack: By weapon +6
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Otter Curse, Illusions
    Special Qualities: Low Light Vision, Wild Empathy, Immune to Cold, Otter Form, Read Thoughts, Hold Breath
    Saves: Fort +5, Ref +5, Will +7
    Abilities: Str 12, Dex 16, Con 12, Int 14, Wis 15, Cha 19
    Skills: Hide +12, Knowledge (Nature, Local) +11, Listen +13, Move Silently +12, Search +11, Spot +11, Survival +11, Swim +9
    Feats: Ability Focus (Otter Curse), Great Fortitude, Weapon Finesse
    Environment: Cold or temperate aquatic
    Organization: Solitary, Pair, or Group (4-8)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually Chaotic
    Advancement: By character class
    Level Adjustment: ----


    "Beware of the Otter People. There are stories of them being helpful, but they are not always merciful."

    This version of the Kushtaka are the shape shifting otter tricksters from Inuit legend.
    Otter Curse (Su): 3 times per day the Kushtaka may cast Baleful Polymorph as a Supernatural ability, but can only use the spell to turn it's victim into an otter.

    Illusions (Su): The Kushtaka can cast Major Images at will as a Supernatural Ability.

    Read Thoughts (Su): The Kushtaka can continuously use Detect Thoughts as the spell (caster level 18th, Will Save DC 17 negates).

    Otter Form (Su): At will the Kushtaka can assume the form of an otter. This works like Alternate Form, but the Kushtaka can only assume the form of an Otter (see Stormwrack page 167).

    Wild Empathy (Ex): This works like the Druids class ability except the Kushtaka has a +6 Racial modifier.

    Hold Breath (Ex): A Kushtaka may hold it's breath underwater for 8 times it's COnstitution modifier in rounds before it risks drowning.

    Skills: Kushtaka have a +8 Racial Bonus on Swim checks, and may always Take 10 on Swim checks even if threatened or endangered. It may use the Run action while swimming in a straight line.

    Combat: Kushtaka use their Illusions to save lost people, or (more likely) to send them to their death. Many save lost tribesmen by turning them into otters.
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  15. - Top - End - #675
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    Quote Originally Posted by Bhu View Post
    Shall I change back?
    Yes, I think you should change it back. Sorry for the confusion.

    EDIT: Regarding the Enlightened Rakshasa, the Buddha takes many forms, but is a Rakshasa one of them? Or does that ability only last a split second? Because otherwise it seems like that is going to cause loss of claw attacks (not likely to come up) and climb speed, if any (slightly more likely).

    EDIT^2: I would like to see an alternate version of Kushtaka as a theranthrope, but with a onset time for the curse measured in rounds, and no ties to the lunar cycle. I could use it for my wereworld setting fragment, where I have had had them slotted into that role since the beginning.
    Last edited by DracoDei; 2009-06-09 at 06:24 AM.
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  16. - Top - End - #676
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    Yeah I can do a were otter.

    Bur first:

    Kushtaka
    Large Monstrous Humanoid
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 14 (-1 Size, +1 Dex, +4 Natural), touch 10, flat-footed 13
    Base Attack/Grapple: +4/+12
    Attack: Claw +7 melee (1d6+4)
    Full Attack: 2 Claws +7 melee (1d6+4) and 1 Bite +2 melee (1d4+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Whistle Lure, Howl, Steal Soul
    Special Qualities: Low Light Vision, Immune to Cold, Dark Vision 60'
    Saves: Fort +6, Ref +6, Will +7
    Abilities: Str 18, Dex 12, Con 18, Int 14, Wis 15, Cha 19
    Skills: Hide +3, Knowledge (Nature, Local) +6, Listen +7, Move Silently +6, Search +6, Spot +7, Survival +7
    Feats: Alertness, Ability Focus (Whistle Lure, Howl)
    Environment: Cold or temperate aquatic
    Organization: Solitary, Pair, or Group (4-8)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: ----

    "Do not listen to any sounds you may here at night. And if anything whistles, bar your doors, and do not let anyone go outside..."

    This is the sasquatch like clawed Kushtaka.

    Whistle Lure (Su): Any creature within 100' of the Kushtaka when it whistles must make a DC 19 Will Save or immediately cease what they are doing and head towards the sound. They regain control once attacked (which usually means by the Kushtaka) or something prevents the Kushtaka from whistling. Whistling is a Standard action.

    Howl (Su): The Kushtaka may cast Fear at will as a Standard action.

    Steal Soul (Su): The Kushtaka may cast Finger of Death 3 times per day as a Supernatural ability.

    Combat: Usually the Kushtaka will use it's whistle to lure victims to it before using it's Steal Soul ability. If approached by groups it will Howl, and then attempt to Steal Souls.
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  17. - Top - End - #677
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    Were Otters

    Were Otter is an Acquired or Inherited Template that can be applied to any Humanoid.

    Size and Type: Type remains the same, and the Base Creature gains the Shapechanger Subtype. Size in Otter form is Tiny, Size in Hybrid form is Small. Size in humanoid form is unchanged.

    Hit Dice: Unchanged.

    Speed: Land speed is 20 in Hybrid and Otter forms, otherwise unchanged. May not use any alternate movement forms the humanoid form possesses in the Otter or Hybrid Forms. All 3 forms have a Swim speed equal to their Land Speed (unless they have a higher racial Swim Speed).

    Armor Class: Use the humanoid forms Natural Armor bonus for all 3 forms. Natural Armor bonus increases by +1.

    Attacks: Use the humanoids BAB for all 3 forms (Grapple bonus will change due to Size penalties in Hybrid and Otter forms). The Hybrid and Otter Forms have a Bite attack that does 1d3 damage (1d4 in Hybrid Form) plus Strength Modifier.

    Damage: Unchanged.

    Special Attacks: Retains all Special Attacks of the Base Creature, and gains Otters Curse:

    Otter's Curse (Su): As a Standard Action the Were Otter may curse any Humanoid within 60' if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier). If they fail the Saving Throw, they become Were Otters.

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

    Low Light Vision

    Scent

    Hold Breath (Ex): A Were Otter can hold it's breath for (4 times it's Constitution Modifier) rounds before it risks drowning.

    Alternate Form (Su):Identical to the Alternate Form ability listed in the Monster Manual for Lycanthropes.

    Otter Empathy (Su): Can communicate with Otters and has a +4 Racial bonus on Charisma based checks to influence them.

    Damage Reduction 5/Silver (except in humanoid form)

    Saves: Increase Base creatures Fortitude and Reflex Saves by +2.

    Abilities: Were Otters gain +2 Wis. Physical Stats in Otter Form are -8 Str, +8 Dex, Con unchanged. Physical Stats in Hybrid Form are -4 Strength, +4 Dex.

    Skills: Were Otters gain a +8 Racial Bonus on Swim Checks, and may Always Take 10 on a Swim Check. They can use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus on Balance and Climb Checks, and may use their Strength or Dexterity Modifier for Climb Checks, whichever is better.

    Feats: Gains Weapon Finesse and Iron Will as Bonus Feats.

    Environment: Unchanged, but Were Otters prefer to move near water.

    Organization: Solitary (Unchanged if there are enough other Were Otters about, or in squads of 5-10 if working for the Lycanthrope Goddess).

    Challenge Rating: +1

    Treasure: Unchanged.

    Alignment: Usually Neutral with some tendencies towards Chaos.

    Advancement: Unchanged, usually by Character Class

    Level Adjustment: +2


    Were Otters are minions of the Goddess of Lycanthropes, as are most weres. Since Otters are playful, and people seem to adore them she thought they'd make perfect spies. She was right. Unfortunately their preferences for water don't make them wide ranging spies. But since city ports are where much activity and business happens, they are still quite useful. And Otters are soft fuzzy critters. People find it hard to kill soft fuzzy critters.

    Example of creature using template here:

    Piggie Faced Bob (Human Form)
    Medium Humanoid (Human, Shapechanger) Expert 1
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
    Base Attack/Grapple: +0/+2
    Attack: By weapon +2 melee
    Full Attack: By weapon +2 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Otter's Curse
    Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy
    Saves: Fort +1, Ref +1, Will +5
    Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 17, Cha 8
    Skills: Balance +5, Climb +7, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +11
    Feats: Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
    Challenge Rating: 2
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2


    Piggie Faced Bob (Hybrid Form)
    Small Humanoid (Human, Shapechanger) Commoner 1
    Hit Dice: 1d6+1 (4 hp)
    Initiative:
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-4
    Attack: Bite +3 melee (1d4)
    Full Attack: Bite +3 melee (1d4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Otter's Curse
    Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 5/Silver
    Saves: Fort +1, Ref +3, Will +5
    Abilities: Str 10, Dex 17, Con 12, Int 10, Wis 17, Cha 8
    Skills: Balance +7, Climb +9, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +9
    Feats: Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
    Challenge Rating: 2
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2


    Piggie Faced Bob (Otter Form)
    Tiny Humanoid (Human, Shapechanger) Expert 1
    Hit Dice: 1d6+1 (4 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares), Swim 20 ft.
    Armor Class: 18 (+2 Size, +5 Dex, +1 Natural), touch 27, flat-footed 13
    Base Attack/Grapple: +0/-10
    Attack: Bite +5 melee (1d3-2)
    Full Attack: Bite +5 melee (1d3-2)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Otter's Curse
    Special Qualities: Alter Form, Low Light Vision, Hold Breath, Scent, Otter Empathy, DR 5/Silver
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str 6, Dex 21, Con 12, Int 10, Wis 17, Cha 8
    Skills: Balance +9, Climb +11, Knowledge (Local, Nature) +1, Profession (Fisherman, Sailor) +4, Spot, Swim +7
    Feats: Alertness, Iron Will (B), Rapidstrike (B), Weapon Finesse (B)
    Challenge Rating: 2
    Alignment: Neutral
    Advancement: By Character Class
    Level Adjustment: +2


    Piggie Faced Bob is a local fisherman and sailor. Hanging out fishing by the docks it was inevitable he'd end up becoming a Were Otter. Guess they felt it was payment for all the free fish he gives them.
    Last edited by Bhu; 2009-06-15 at 06:33 AM.
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  18. - Top - End - #678
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    Dinosaur Satan
    Gargantuan Outsider (Chaotic, Evil, Fire, Extraplanar)
    Hit Dice: 30d8+510 (645 hp)
    Initiative: +5
    Speed: 50 ft. (10 squares), Fly 150 ft. (Good)
    Armor Class: 37 (-4 Size,+1 Dex, +30 Natural ), touch 7, flat-footed 36
    Base Attack/Grapple: +30/+62
    Attack: Claw +46 melee (2d8+20 plus 2d6 fire)
    Full Attack: 2 Claws +46 melee (2d8+20 plus 2d6 fire), and 1 Bite +41 melee (4d6+10 plus 2d6 fire and 1d6 acid), and 1 Tail Lash +41 melee (2d8+10 plus 2d6 fire)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Spells, Flame Sheath, Call Horde, Reptile Mind
    Special Qualities: Damage Reduction 15/ Good and Epic, Immunities, Telepathy 100 ft., True Seeing, Energy Resistance 50 (Electricity)
    Saves: Fort +34, Ref +18, Will +27
    Abilities: Str 50, Dex 12, Con 45, Int 24, Wis 30, Cha 30
    Skills: Bluff +43, Concentration +50, Diplomacy +43, Intimidate +43, Knowledge (Arcana, History, Nature, Religion, The Planes) +40, Listen +43, Search +40, Sense Motive +43, Spellcraft +40, Spot +43, Use Magic Device +43
    Feats: Awesome Blow, Corrupt Spell, Improved Bull Rush, Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Rend, Snatch, Spell Focus (Evil), Transdimensional Spell
    Environment: Any
    Organization: Unique
    Challenge Rating: 30?
    Treasure: Triple Standard
    Alignment: Chaotic Evil
    Advancement: 31+HD (Gargantuan)
    Level Adjustment: ----

    "Something is behind these dinosaur attacks. Something...Evil..."

    Those of you who collected the old Dinosaurs Attack cards will recognize this one.

    Spells: Dinosaur may cast spells as a Wizard equal to his Hit Dice Level (however he requires no spell book).

    Flame Sheath (Su): Dinosaur Satan is surrounded by flames. They add 2d6 fire damage to his grapple attacks and unarmed strikes. In addition anyone attacking him with a grapple, unarmed strike, or natural weapon takes 2d6 fire damage.

    Immunities: Dinosaur Satan is Immune to Cold, Fire, and Acid Damage. he is also immune to poison, polymorph, sleep effects, paralysis, and stunning.

    True Seeing (Su): Dinosaur Satan has a continually operating True Seeing spell (20th level caster).

    Call Horde (Su): Once per day Dinosaur Satan may call up to 100 Hit Dice worth of Dinosaurs. They remain with him permanently until destroyed. This otherwise works like Summon Monster IX. He cannot have more than 100 Hit Dice present at any one time.

    Reptile Mind (Su): Any dinosaur or prehistoric reptile coming within sight of Dinosaur Satan must make a DC 35 Willpower save or permanently become his servant (Save DC is Charisma Based). Servants will do anything he commands, up to and including taking their own lives.

    Combat: Dinosaur Satan prefers to use summoned Dinosaurs and remain behind the scenes. If confronted he actually likes physical combat as opposed to spells, and unless he believes the opponent is a threat he will attempt a Grapple.
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  19. - Top - End - #679
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    F*ck yes.
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    Devil Beast

    Devil beast is an Inherited Template that can be applied to any Animal that is herbivorous and Medium or larger.

    Size and Type: Unchanged

    Hit Dice: Unchanged

    Speed: Unchanged

    Armor Class: Natural AC Bonus increases by +1.

    Attacks: The Base Creature gets a bite attack as a Primary Attack (Secondary if it already has a weapon other than a Slam that it uses already such as the Stegosaurs tail attack). Damage depends on Size. Medium=1d6, Large= 1d8, Huge= 2d6, Gargantuan=3d6, Collosal=3d6 (plus one and a half times Str Modifier).

    Damage: Unchanged

    Special Attacks: Retains all Special Attacks of the Base Creature.

    Special Qualities: Retains all Special Qualities of the Base Creature and gains Scent.

    Saves: Unchanged

    Abilities: +4 Str, +4 Con

    Skills: Unchanged

    Feats: Doesn't gain new Feats, but may swap out Feats from the Base Creature's entry for more appropriate ones.

    Environment: Unchanged

    Organization: Unchanged

    Challenge Rating: +1

    Treasure: Unchanged

    Alignment: Always Neutral Evil.

    Advancement: Unchanged

    Level Adjustment: ---


    Devil Beasts are strange offshoots of normal animals that dwell in dark places. In some dark corner of the world death is so common that the ground is cursed, and all the animals there are bloodthirsty carnivores. This seems particularly common in primitive worlds (remember those old dinosaur comics where they were all meat eaters). While no more intelligent than the average animal they are quite crafty.

    Example of creature using template here:


    Triceratops
    Huge Animal
    Hit Dice: 16d8+144 (216 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
    Base Attack/Grapple: +12/+32
    Attack: Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
    Full Attack: Bite +22 melee (2d6+18) or Gore +22 melee (2d8+19)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge, Trample (2d12+18)
    Special Qualities: Low Light Vision, Scent
    Saves: Fort +21, Ref +9, Will +6
    Abilities: Str 34, Dex 9, Con 29, Int 1, Wis 12, Cha 7
    Skills: Listen +13, Spot +12
    Feats: Alertness, Great Fortitude, Toughness x4
    Environment: Temperate Plains
    Organization: Solitary, Pair, or Herd (5-8)
    Challenge Rating: 10
    Treasure: None
    Alignment: Neutral Evil
    Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
    Level Adjustment: ---

    Powerful Charge (Ex): On a successful charge the Triceratops does 4d8+24 damage.

    Trample (Ex): DC 30 Reflex Save for half damage (Save DC is Strength based).
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  21. - Top - End - #681
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    hey Draco, you want the curse o lycanthropy to be bite based or more like a spell like ability?
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  22. - Top - End - #682
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    Short story: Do it as a spell-like ability. I suggest making it as hard to get rid of as standard theranthropy.

    Long version: An SLA is closer to the legends. Were-world would have it as bite infection, but it is easier to substitute in the standard curse of theranthropy than it is to make up an SLA. This is on top of the fact that in were-world it doesn't really matter what the vector WAS because 95% of the humanoid population were born that way, and another 4% are the older elves. The last 1% don't want to be theranthropes, and thus are probably pretty heavily isolated.
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  23. - Top - End - #683
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    Dire Ankylosaur
    Colossal Animal
    Hit Dice: 45d8+585 (945 hp)
    Initiative: -3
    Speed: 30 ft. (6 squares)
    Armor Class: 30 (-8 Size, -3 Dex, +31 Natural), touch 0, flat-footed 30
    Base Attack/Grapple: +33/+66
    Attack: Tail Slap +43 melee (4d6+34/19-20)
    Full Attack: Tail Slap +43 melee (4d6+34/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Trample 8d6+34 (DC 49), Spiny Shell, Tail Slap
    Special Qualities: Dark Vision, Low Light Vision, Scent, Thick Armor
    Saves: Fort +42, Ref +21, Will +27
    Abilities: Str 45, Dex 5, Con 35, Int 2, Wis 10, Cha 10
    Skills: Listen +24, Spot +24
    Feats: Awesome Blow, Brutal Strike, Cleave, Devastating Critical, Diehard, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Tail Slap), Improved Toughness, Large and in Charge, Power Attack, Power Critical (Tail Slap), Steadfast Determination, Weapon Focus (Tail Slap)
    Environment: Warm Hills and Plains
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Always Neutral
    Advancement: 46-92 HD (Colossal)
    Level Adjustment: ---

    "The good news is it's not a Tarrasque. The bad news is it still looks pretty darn mean..."


    Dire Ankylosaurs are pretty rare, and the occasion when two individuals of the opposite sex meet to mate are even rarer. So the good thing is the world isn't exactly overrun with them. On the other side they're just to darn stubborn to die.

    Thick Armor (Ex): Dire Ankylosaurs are immune to criticals and may not be flanked. They also gain maximum hit points per hit die.

    Trample (Ex): 8d6+34 (DC 49).

    Spiny Shell (Ex): The armored shell of the Dire Ankylosaur is covered in bony spikes, and opponents of Gargantuan Size Class or bigger that attack them with an unarmed strike or a natural weapon take 1d6 plus their own Strength Modifier in damage.

    Tail Slap (Ex): Any living creature that is not immune to criticals struck by the Dire Ankylosaurs tail must make a DC 49 Fortitude Save (Save DC is Strength based) or be Stunned for 1d3 rounds.

    Combat: Ankylosaurs immediately wade in with the tail if surprised, otherwise they wait for an opponent to charge and lash out.
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  24. - Top - End - #684
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    The Juggernaut

    Juggernaut is an Inherited or Acquired Template that can be applied to any corporeal creature whose intelligence is 9 or less, and Size Class Large of bigger.

    Size and Type: Unchanged

    Hit Dice: Unchanged

    Speed: -10 from all movement rates, minimum of 10 ft. If the Base Creature has Flight its maneuverability Rating becomes clumsy.

    Armor Class: The Base Creatures Natural Armor Class Bonus increases by +5 per Size Class over Medium (Minimum Natural Armor Bonus of +20).

    Attacks: Unchanged

    Damage: Unchanged

    Special Attacks: The Juggernaut retains all Special Attacks of the Base Creature.

    Special Qualities: The Juggernaut retains all Special Qualities of the Base Creature and gains the following:

    Energy Resistance (Ex): The Juggernaut has Energy Resistance 20 to all energy types.

    Damage Reduction (Ex): The Juggernaut has Damage Reduction 15/-.

    Immunities (Ex): The Juggernaut is immune to being stunned, poisoned, critical hits, disease, death effects, nonlethal damage, and any effect requiring a Fortitude Save.

    Saves: Note any changes in Saving throws due to new bonuses or penalties, or if they must be recalculated because the creature has changed type.

    Abilities: +4 Str, +4 Con, -4 Dex (Maximum possible Dex is 6). It also gains an additional +2 Con per Size Class above Medium.

    Skills: Unchanged

    Feats: Unchanged

    Environment: Unchanged

    Organization: Usually Solitary

    Challenge Rating: +3

    Treasure: Unchanged

    Alignment: Unchanged

    Advancement: Unchanged

    Level Adjustment: +5

    Example of creature using template here:

    Seismosaurus Juggernaut
    Colossal Animal
    Hit Dice: 32d8+512 (656 hp)
    Initiative: -3
    Speed: 10 ft. (2 squares)
    Armor Class: 29 (-8 Size, -3 Dex, +30 Natural), touch 0, flat-footed 29
    Base Attack/Grapple: +24/+57
    Attack: Tail Slap +34 melee (4d10+25/19-20)
    Full Attack: Tail Slap +34 melee (4d10+25/19-20)
    Space/Reach: 30 ft./20 ft. (30 ft. with Tail)
    Special Attacks: Trample (10d10+25, Save DC 45)
    Special Qualities: Energy Resistance 20 (All types), Damage Reduction 15/-, Immunities, Low Light Vision, Scent
    Saves: Fort +33, Ref +15, Will +12
    Abilities: Str 44, Dex 5, Con 41, Int 1, Wis 14, Cha 14
    Skills: Listen +19, Spot +20
    Feats: Ability Focus (Trample), Awesome Blow, Cleave, Devastating Critical (Tail Slap), Great Cleave, Improved Critical (Tail Slap), Improved Toughness, Large and In Charge, Overwhelming Critical (Tail Slap), Power Blow, Weapon Focus (Tail Slap)
    Environment: Warm Forests, Hills, Plains, and Marsh
    Organization: Solitary
    Challenge Rating: 15
    Treasure: None
    Alignment: Always Neutral
    Advancement: 33-64 HD (Colossal)
    Level Adjustment: ---

    "The guns have no effect sir!"

    "Just keep firing dammit!"

    Juggernauts are those hapless huge mountains of muscle and bone so beloved in dinosaur fantasy films and books. The heavily armored behemoths that can absorb round after round without taking more than a moments annoyance from it.
    Last edited by Bhu; 2009-06-13 at 04:18 AM.
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  25. - Top - End - #685
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    The fluff for the Were Otter is for my campaign (which I'm sure you'll find easy to switch out for your own fluff). Think the CR/LA is okies?
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  26. - Top - End - #686
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    Default Re: Critters

    Well, once you put in the DR /silver it should be very close to the normal "lycanthrope" template... or do you not use that for some reason?

    It certainly looks to be in the ball-park, but without even "Always" in the alignment line the curse doesn't seem to have enough drawbacks to it to add to the CR. I would also give them a monk's basic flurry ability with the bite. (RL otters "bite like a machine gun" according to my expert).
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  27. - Top - End - #687
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    Oh DEAR. I don't think you understand just how happy Dinosaur Satan makes me. Thank you so much! That ROCKS!

  28. - Top - End - #688
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    Quote Originally Posted by Kellus View Post
    Oh DEAR. I don't think you understand just how happy Dinosaur Satan makes me. Thank you so much! That ROCKS!
    If you want more dino stuff try the Dinosaur Menageri Thread at Wizards:

    http://forums.gleemax.com/showthread.php?t=422781

    Page 60 has a list somewhere of all the critters with hotlinks to them,
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  29. - Top - End - #689
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    Quote Originally Posted by DracoDei View Post
    Well, once you put in the DR /silver it should be very close to the normal "lycanthrope" template... or do you not use that for some reason?

    It certainly looks to be in the ball-park, but without even "Always" in the alignment line the curse doesn't seem to have enough drawbacks to it to add to the CR. I would also give them a monk's basic flurry ability with the bite. (RL otters "bite like a machine gun" according to my expert).
    Omg how could i have forgotten the DR? When I set down to work tonight I'll edit some stuff in. Maybe give them Rapidstrike as a Bonus Feat?
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  30. - Top - End - #690
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    Sounds good. Although the +0/-5 is arguably worse than -2/-2... I guess it is mechanically simpler since it is pre-existing.
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